BSc Computer Graphics, Imaging and Multimedia

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Key facts

(2014 Research Excellence Framework)

Key facts

This course fully meets the academic requirement for registration as a Chartered IT Professional and partially meeting the academic requirement for a Chartered Engineer.

Accredited by the Charted Institute for IT, this specialist degree gives you the chance to gain first-hand computing experience as well as multimedia theory and production experience. You will also benefit from our research-led approach to teaching and our fantastic facilities, so that you will learn in the most up-to-date environment and graduate with great career prospects.

This flexible course gives you the opportunity to study core computing science subjects alongside computer graphics, sound and imaging processing, or related areas such as video, television or music processing. The majority of learning will take place in laboratories, production studios, lectures, seminars and group projects.

We are one of the most experienced schools of Computing Sciences in the UK, with 100% of our research categorised as internationally recognised (REF 2014).

Overview

Our course benefits from the expertise of highly research-active academic staff within the School of Computing Sciences in areas such as computer graphics, speech and audio processing and computer vision. This degree allows you to combine interests in computer graphics, video and sound processing and computing science.

This course combines the study of computing science with specialist topics in computer graphics, as you initially cover two and three dimensional graphics fundamentals and continue to develop your skills and knowledge throughout the course.

During the degree you will gain first-hand experience in a variety of computing subjects, including real time simulation, rendering techniques, art content and collision detection. You will learn about graphics processing performance and how to exploit the power of modern GPUs using shading languages.

The course will be taught by our academics, utilising their expertise in computer graphics, computer games development, speech and audio processing and computer vision to enhance your learning. You will also benefit from additional teaching by professional film, video and TV producers based within Film, Television and Media Studies. We have strong links with many related imaging and multimedia companies and we use these contacts to help us to shape the degree content, designing coursework projects based on real-world problems.

In the final year you will have the opportunity to conduct an extended, independent research project in computer graphics, on a topic of your own choice. Previous practical assignments include the development of three dimensional flight simulators and vehicle racing games, enhancing the realism of virtual environments with shaders, and creating a realistic simulation of smoke.

Course Structure

The first year teaches compulsory computing science subjects, alongside optional subjects in either computing or in the field of film and TV. The second and third years of the degree allow you to specialise in areas such as computer graphics, sound and image processing, or related subject areas, such as film and TV or music processing. In your final year, you will undertake a substantial individually supervised project that addresses a particular aspect of graphics, imaging and multimedia.

Year 1
During this year of the programme you will undertake a range of compulsory modules, specifically designed to provide you with a solid foundation in computing, problem solving and programming, and relevant mathematics and computing theory.

Year 2
In this year, you will study sound and image processing, computer graphics, software engineering, data structures and algorithms. You will work on interactive computer graphics applications and be introduced to the key ideas behind processing of signals essential for imaging and multimedia techniques. In addition to this, you have a choice of subjects to study from.

Year 3
During this year you will have the flexibility to pursue your chosen specialisations from the range of optional modules available. You will undertake a year-long imaging and multimedia or computer graphics project providing you with experience of independent project work, both from a technical and an organisational standpoint.

Examples of projects may include developing a 3D game using advanced user interfaces such as haptic feedback devices and stereoscopic displays or creating life-like virtual models. Additionally, you have further options to take modules in Computer Vision, Advanced Computer Graphics and Film. For example, if you wish to carry on with computer graphics, your next challenge will be to develop 3D computer graphics simulations or games. Alternatively, you can carry on where you left off in the second year and do a more advanced studio or film project and develop a video, documentary or TV production.

Assessment

A variety of assessment methods are used across the modules. Your coursework will be assessed in a variety of ways, including programming assignments, essays, written discussions, class tests, problem sheets, laboratory reports, and seminar presentations. In many modules, assessment is weighted 60% examination and 40% coursework, whilst some practical based modules are assessed entirely by coursework. In the final year, you will be assessed particularly on your understanding and how you integrate knowledge from different areas of the discipline.

Course Modules 2018/9

Students must study the following modules for 100 credits:

Name Code Credits

COMPUTING PRINCIPLES

The module introduces you to the formulations and techniques essential for any degree in computing science.

CMP-4002B

20

DATABASE SYSTEMS

This module is based on the relational model and will introduce you to important aspects of databases, database manipulation and database management systems. You will explore the tools and methods for database design and manipulation as well as the programming of database applications. You will use a modern relational database management system to gain practical experience. You will also develop programming experience using SQL, and using a high level programming language to write applications that access the database.

CMP-4010B

20

PROGRAMMING 1

Gain a solid grounding in the essential features of object-oriented programming, using a modern programming language such as Java. This module is designed in such a way that you are not expected to have previously studied programming, although it's recognised that many students taking the module will have done so to some extent.

CMP-4008Y

20

SYSTEMS DEVELOPMENT

The complexity of Computer Based Systems, appropriate development approaches, and their inherent activities will be discussed using case studies and guest speakers where appropriate. Emphasis will be placed on the processes involved with systems requirements, creative designs, and careful development, in a professional manner, ensuring that issues such as project management, safety, security and data protection are taken into account. The module will include a number of modelling techniques to support the systems development process. These will be put into practise during the group exercise that will run throughout the semester. There are also opportunities for you to hone your transferable skills through literature searching, report writing, seminar discussions and presentations.

CMP-4013A

20

WEB-BASED PROGRAMMING

In this module you will be introduced to some of the tools used for web development. You will then build a substantial dynamic web site using HTML, CSS, Javascript and a high level language. An understanding of the underlying mechanisms of the technologies used in the Internet and World Wide Web is essential for any computing science student. Therefore, in the latter part of the module you will learn about these technologies and undertake a practical approach to exploring them. You will learn about issues of information systems security at all stages but also in dedicated sessions. In the final element of the module you will study multi-media issues in web based systems.

CMP-4011A

20

Students will select 20 credits from the following modules:

Students will be advised as to which of CMP-4004Y and CMP-4005Y is most appropriate for their course of study

Name Code Credits

MATHEMATICS FOR COMPUTING A

The module is designed to provide students who have not studied A level Mathematics with sufficient understanding of basic algebra to give them confidence to embark on the study of computing fundamentals. Various topics in discrete and continuous mathematics which are fundamental to Computer Science will be introduced to you.

CMP-4004Y

20

MATHEMATICS FOR COMPUTING B

This module is designed for you if you have an A level (or equivalent) in Mathematics. It will provide you with an introduction to the mathematics of counting and arrangements, a further development of the theory and practice of calculus, an introduction to linear algebra and its computing applications and a further development of the principles and computing applications of probability theory. In addition, 3D Vectors are introduced and complex numbers are studied.

CMP-4005Y

20

Students must study the following modules for 60 credits:

Name Code Credits

DATA STRUCTURES AND ALGORITHMS

The purpose of this module is to give you a solid grounding in the design, analysis and implementation of algorithms, and in the efficient implementation of a wide range of important data structures.

CMP-5014Y

20

GRAPHICS 1

This module will provide you with an introduction to the fundamentals of computer graphics. You will gain a strong foundation in computer graphics, focusing on 2D graphics, algorithms and interaction. You need to have a good background in programming to take this module. OpenGL is used as the graphics API with examples provided in the lectures and supported in the laboratory classes.

CMP-5010B

20

PROGRAMMING 2

This is a compulsory module for all computing students and is a continuation of the Programming 1 module. It contains greater breadth and depth and provides students with the range of skills needed for many of their subsequent modules. We introduce C in order to improve your low level understanding of how programming works. We recap Java and deepen your understanding of the language by teaching topics such as nested classes, enumeration, generics, reflection, collections and threaded programming. We cover C++ and conclude by introducing C# to highlight the similarities and differences between languages.

CMP-5015Y

20

Students will select 40 credits from the following modules:

Students cannot take more than one practical film or television studies module in Year 2 (i.e. modules designated AMAP5*). Students can only take ONE Level 4 module in Year 2.

Name Code Credits

ANALYSING FILM

The analysis of film form underpins film studies as a discipline, informing aesthetic, theoretical and historical modes of inquiry. You will be introduced to the analysis of film form and film style. It encompasses approaches to the fundamental formal elements of mise-en-scene, cinematography, editing and sound. You will also build on these elements of film form to address systems of and approaches to film style including narrative and narration, genre, realism, continuity and classicism, modernism and experimentation. You will also learn how questions of film style are integral to the analysis of representation, for example in relation to modernity, gender and race.

AMAM4009A

20

ANALYSING TELEVISION

You will explore the many ways television has been examined, explored, understood, and used. You will focus particularly on the specifics of the medium; that is, how television is different from (and, in some ways, similar to) other media such as film, radio, and the internet. Each week will focus on a particular idea which is seen as central to the examination of television. The medium will be explored as an industry, as a range of texts, and as a social activity.

AMAM4010A

20

ANIMATION

Animation has long been one of the most popular and least scrutinised areas of popular media culture. You will be introduced to animation as a mode of production through examinations of different aesthetics and types of animation from stop motion through to cel and CGI-based examples. You will then go on to discuss some of the debates around animation in relation to case study texts, from animation's audiences to its economics. A range of approaches and methods will therefore be adopted within the module, including methods like political economics, cultural industries, star studies and animation studies itself. You will be taught by seminar and screening rather than by practice.

AMAM5024A

20

DIGITAL MEDIA: THEORY AND PRACTICE

This module introduces you to the practical and theoretical study of digital media. By exploring the historical and contemporary aspects of various media, including text, audio-visual, creative software and games, you will consider how the digital turn has affected media production and consumption. You will also gain awareness of the technologies which underpin digital media, the interfaces for delivering media online, and the cultural and social aspects of digitisation. By the end of the module, you will be able to evaluate digital media in their contemporary and historical contexts, and understand the principles which influence the digital remediation of media forms. You will gain hands-on experience of turning analogue materials into digital media, drawing on sessions based in UEA's archives, and use these creations to explore cutting edge digital approaches to media texts. These practical sessions will introduce students to: digitisation of text and images; digital asset management and metadata creation; image processing; digitisation of audiovisual media; and creating basic games. Each of these sessions will serve to illuminate particular theoretical issues, including media archiving, reproduction and restoration, and the problems associated with ephemerality and preservation in the digital age.

AMAP5124B

20

FILM THEORY

This module explores aspects of film theory as it has developed over the last hundred years or so. It encompasses topics including responses to cinema by filmmaker theorists such as Sergei Eisenstein and influential formulations of and debates about realism and film aesthetics associated with writers and critics such as Andre Bazin, Siegfried Kracauer, Rudolf Arnheim and Bela Balazs. You'll study the impact of structuralism, theories of genre, narrative and models of film language; feminist film theory and its emphasis on psychoanalysis; theories of race and representation; cognitive theory; emerging eco-critical approaches; post-structuralist and post-modern film theory. You'll be taught by lecture, screening and seminar. You'll work with primary texts - both films and theoretical writings - and have the opportunity to explore in their written work the ways in which film theories can be applied to film texts.

AMAM5030A

20

TELEVISION STUDIO PRODUCTION

This module introduces students to television studio production, using the resources of the campus television studio. You will learn basic skills of both live and recorded studio production (including directing, vision and sound mixing, camera-work, lighting, floor management and editing), using practice-based training. You will produce a short television programme, researching the appropriate genre characteristics, style and narrative to create the final work. The live broadcast will be accompanied by written reports analysing and evaluating the production process and the finished product. PLEASE NOTE - This module needs a minimum of 12 students enrolled to run; if that enrolment is not met, the module may be withdrawn.

AMAP5119B

20

Students will select 20 credits from the following modules:

Name Code Credits

ANALOGUE AND DIGITAL ELECTRONICS

A practical introduction to electronics, this module is structured to consider analogue electronics and digital electronics in turn. Topics you'll cover include passive and active components, including op-amps, transistors, logic gates, flip-flops and registers. Circuits you'll study include amplifiers, oscillators, modulators, combinational and sequential logic and state machines. You'll spend much of your time doing practical work - underpinned by lectures - where you will build prototypes circuits, as well as designing and building Printed Circuit Boards (PCBs).

CMP-5027A

20

APPLIED STATISTICS A

This is a module designed to give students the opportunity to apply statistical methods in realistic situations. While no advanced knowledge of probability and statistics is required, we expect students to have some background in probability and statistics before taking this module. The aim is to teach the R statistical language and to cover 3 topics: Linear regression, and Survival Analysis.

CMP-5017B

20

ARCHITECTURES AND OPERATING SYSTEMS

Study the organisation of system software and the underlying hardware architecture in modern computer systems. The role of concurrent operation of hardware and software components is emphasised throughout this module. Central concepts are reinforced by practical work in the laboratory. The architectures portion of the module focuses on the components of a processor, including the registers and data path, and you will explore concepts such as instruction fetch cycles, instruction decoding and memory addressing modes. The operating systems component focuses on how the system software manages the competing demands for the system hardware, including memory management and disc and processing scheduling.

CMP-5013A

20

FURTHER MATHEMATICS

Further Mathematics will provide you with an introduction to the mathematics of counting and arrangements, a further development of the theory and practice of calculus, an introduction to linear algebra and its computing applications, and a further development of the principles and computing applications of probability theory. 3D Vectors and complex numbers are also studied. If you have taken Mathematics for Computing A or equivalent, this module is for you.

CMP-5006A

20

INFORMATION RETRIEVAL

In this module you will learn about the development of the technologies which are the basis of search on the Web. Search engine development has been driven by large increases in online documents and the need to provide better results. You will learn about a range of techniques for improving search results and how to evaluate their impact.

CMP-5036A

20

NETWORKS

Explore how networks are designed and implemented to provide reliable data transmission. You'll take a layered approach to the study of networks, with emphasis on the functionality of the OSI 7 layer reference model and the TCP/IP model. You'll examine the functionality provided by each layer and how this contributes to overall reliable data transmission that the network provides, with a focus on the practical issues associated with networking such as real-time delivery of multimedia information (e.g. VoIP) and network security. Labs and coursework are highly practical and underpin the theory learnt in lectures.

CMP-5037B

20

SOFTWARE ENGINEERING 1

Software Engineering is one of the most essential skills for work in the software development industry. You will gain an understanding of the issues involved in designing and creating software systems from an industry perspective. You will be taught state of the art phased software development methodologies focusing on the activities of initial class model design to actual operational software systems. These activities are complemented with an introduction into software project management and development facilitation.

CMP-5012B

20

SYSTEMS ANALYSIS

This module considers various activities associated with the development of computer based systems including business strategy, project management, feasibility, investigation methods, stakeholder management, analysis, the links to design and implementation, and managing change. Its main focus, however, is on the early stages, in particular requirements investigation and specification including the use of UML. It makes use of a number of analysis and design techniques in order to produce readable system specifications. Students are introduced to a number of development methods including object orientated, soft systems, structured, participative, and agile approaches.

CMP-5003A

20

Students must study the following modules for 40 credits:

Name Code Credits

COMPUTING PROJECT

This module will give you experience of independent project work through the development of research and application involving a significant amount of computing science knowledge and skills, for example, in design/implementation of algorithms, software, or hardware systems. It will also provide, via the lecture programme, a primer on the law, ethical and professional behaviour, project management, reporting and other aspects of being a computer scientist. You will be allocated a supervisor and will be expected to work closely with him or her on a mutually agreed project.

CMP-6013Y

40

Students will select 20 credits from the following modules:

Name Code Credits

ARTIFICIAL INTELLIGENCE

This module introduces you to core techniques in Artificial Intelligence. Topics covered may include introduction to Prolog programming, state space representation and search algorithms, knowledge representation, expert systems, Bayesian networks, neural networks and deep learning.

CMP-6040A

20

AUDIOVISUAL PROCESSING

This module explores how computers process audio and video signals. In the audio component, the focus is on understanding how humans produce speech and how this can be processed by computer for speech recognition and enhancement. Similarly, the visual component considers the human eye and camera, and how video is processed by computer. The theoretical material covered in lectures is reinforced with practical laboratory sessions. The module is coursework only and requires you to build a speech recogniser capable of recognising the names of students studying the module using both audio and visual speech information.

CMP-6026A

20

COMPUTER VISION

Computer Vision is about "teaching machines how to see". You will study methods for acquiring, analysing and understanding images in both lectures and laboratories. The practical exercises and projects that you undertake in the laboratory will support the underpinning theory and enable you to implement contemporary computer vision algorithms.

CMP-6035B

20

GRAPHICS 2

Explore the fundamentals of 3D geometric transformations and viewing using OpenGL and learn the theory and implementation of fundamental visibility determination algorithms and techniques for lighting, shading and anti-aliasing. You'll study 3D curves and fundamental geometric data structures, as well as considering the issues involved with modern high performance graphics processors.

CMP-6006A

20

HUMAN COMPUTER INTERACTION

Human Computer Interaction (or UX) covers a very wide range of devices, including conventional computers, mobile devices and "hidden" computing devices. In this module you will learn about interactions from a variety of perspectives, such as cognitive psychology, ethnographic methods, security issues, UI failures, the principles of good user experience, heuristic and experimental evaluation approaches and the needs of a range of different audiences.

CMP-6039A

20

SOFTWARE ENGINEERING 2

In taking this module you will learn about the issues and techniques involved in and maintaining industrial software development and evolution. You will learn about a range of advanced software engineering topics, such as: reverse engineering to understand legacy software, refactoring, design patterns to improve the design of software systems, using third party software components, designing secure systems, and design for maintainability. In the practical work for the module you will use a range of tools and techniques appropriate for developing contemporary industrial software. You will be developing your existing good programming and software engineering skills to prepare you for working with industrial software.

CMP-6010A

20

SYSTEMS ENGINEERING

This module draws together a wide range of material and considers it in the context of developing modern large-scale computer systems. Topics such as Systems Thinking, Casual Loop Diagrams, Systems Failure, Outsourcing, Quality, Risk Management, Measurement, Project Management, Software Process Improvement, Configuration Management, Maintainability, Testing, and Peopleware are covered in this module. The module is supported by well documented case studies and includes guest speakers from industry.

CMP-6003B

20

Students will select 60 credits from the following modules:

Students can only take AMAP6* modules if they have taken an AMAP* module, or the HUM Sound Modules, at Level 5. The Directed Study modules are 10 credit proxy modules to complement for 30 credit AMA modules. They correspond to half a 20 credit CMP module of the student's choice.

Name Code Credits

ANALOGUE AND DIGITAL ELECTRONICS

A practical introduction to electronics, this module is structured to consider analogue electronics and digital electronics in turn. Topics you'll cover include passive and active components, including op-amps, transistors, logic gates, flip-flops and registers. Circuits you'll study include amplifiers, oscillators, modulators, combinational and sequential logic and state machines. You'll spend much of your time doing practical work - underpinned by lectures - where you will build prototypes circuits, as well as designing and building Printed Circuit Boards (PCBs).

CMP-5027A

20

ARCHITECTURES AND OPERATING SYSTEMS

Study the organisation of system software and the underlying hardware architecture in modern computer systems. The role of concurrent operation of hardware and software components is emphasised throughout this module. Central concepts are reinforced by practical work in the laboratory. The architectures portion of the module focuses on the components of a processor, including the registers and data path, and you will explore concepts such as instruction fetch cycles, instruction decoding and memory addressing modes. The operating systems component focuses on how the system software manages the competing demands for the system hardware, including memory management and disc and processing scheduling.

CMP-5013A

20

ARTIFICIAL INTELLIGENCE

This module introduces you to core techniques in Artificial Intelligence. Topics covered may include introduction to Prolog programming, state space representation and search algorithms, knowledge representation, expert systems, Bayesian networks, neural networks and deep learning.

CMP-6040A

20

AUDIOVISUAL PROCESSING

This module explores how computers process audio and video signals. In the audio component, the focus is on understanding how humans produce speech and how this can be processed by computer for speech recognition and enhancement. Similarly, the visual component considers the human eye and camera, and how video is processed by computer. The theoretical material covered in lectures is reinforced with practical laboratory sessions. The module is coursework only and requires you to build a speech recogniser capable of recognising the names of students studying the module using both audio and visual speech information.

CMP-6026A

20

COMPUTER VISION

Computer Vision is about "teaching machines how to see". You will study methods for acquiring, analysing and understanding images in both lectures and laboratories. The practical exercises and projects that you undertake in the laboratory will support the underpinning theory and enable you to implement contemporary computer vision algorithms.

CMP-6035B

20

CREATIVE WORK IN THE MEDIA INDUSTRIES

What is it like working in the media industries? What are the key opportunities and challenges which face aspiring and established media professionals? In engaging with such questions, this module offers you the opportunity to gain an understanding of the industries in which you may well wish to work. You'll engage with academic research and other writing, both historical and contemporary in nature, to provide you with an understanding of the potential to find pleasure, fulfilment (and a steady income), as well as pressure, frustration and precariousness in media work. As well as developing skills in communicating ideas, principles and theories, you will conduct your own research into the nature and conditions of media work. To help you understand media work, we reflect on changes in the nature of work itself in modern societies, considering historical and recent developments in working cultures and questions of work-life balance. Following this, you will gain insights into work in the media and creative industries through an engagement with academic research, policy developments and the accounts of media workers themselves (across sectors such as film, television, music, magazines, advertising and digital media). We also look at questions about the extent to which it is feasible to do 'good work' and produce challenging, innovative, ground breaking, thoughtful or just genuinely entertaining media products in a seemingly ever competitive and commercial media landscape. Having developed a grasp of some of the key dynamics at play in creative labouring, you'll put this knowledge into practice by carrying out and reflecting upon your own research into the challenges and opportunities bound up with media work. The module will not only provide you with a range of valuable insights into the realities of media work but will also help you develop skills in conducting research, organising and communicating your ideas and weighing your own arguments against those of others.

AMAM6086B

30

DIGITAL MEDIA: THEORY AND PRACTICE

This module introduces you to the practical and theoretical study of digital media. By exploring the historical and contemporary aspects of various media, including text, audio-visual, creative software and games, you will consider how the digital turn has affected media production and consumption. You will also gain awareness of the technologies which underpin digital media, the interfaces for delivering media online, and the cultural and social aspects of digitisation. By the end of the module, you will be able to evaluate digital media in their contemporary and historical contexts, and understand the principles which influence the digital remediation of media forms. You will gain hands-on experience of turning analogue materials into digital media, drawing on sessions based in UEA's archives, and use these creations to explore cutting edge digital approaches to media texts. These practical sessions will introduce students to: digitisation of text and images; digital asset management and metadata creation; image processing; digitisation of audiovisual media; and creating basic games. Each of these sessions will serve to illuminate particular theoretical issues, including media archiving, reproduction and restoration, and the problems associated with ephemerality and preservation in the digital age.

AMAP5124B

20

DIRECTED STUDY 1

RESERVED FOR STUDENTS ON U1G450302, COMPUTING SCIENCE, IMAGING AND MULTIMEDIA and ON U1G45A401, YEAR IN INDUSTRY variant (LEVEL 3). This Autumn Semester module is a 10 credit PROXY MODULE to compensate for 30 credit AMA modules as part of the above courses. It offers 10 credits as part of the coursework of any 20 credit Autumn Semester CMP module available in Options A and B range of the third year of the Computing Science, Imaging and Multimedia course or Year in Industry variant.

CMP-6021A

10

DIRECTED STUDY 2

RESERVED FOR STUDENTS ON U1G450302, COMPUTING SCIENCE, IMAGING AND MULTIMEDIA and ON U1G45A401, YEAR IN INDUSTRY variant (LEVEL 3). This Spring Semester module is a 10 credit PROXY MODULE to compensate for 30 credit AMA modules as part of the above courses. It offers 10 credits as part of the coursework of any 20 credit Spring Semester CMP module available in Options A and B range of the third year of the Computing Science, Imaging and Multimedia course or Year in Industry variant.

CMP-6022B

10

EMBEDDED SYSTEMS

Embedded processors are at the core of a huge range of products e.g. mobile telephones, cameras, passenger cars, washing machines, DVD players, medical equipment, etc. The embedded market is currently estimated to be worth around 100x the 'desktop' market and is projected to grow exponentially over the next decade. This module will help you to build on the material delivered in the Architectures and Operating Systems module to consider the design and development of real-time embedded system applications for commercial off the shelf (COTS) processors running real-time operating systems (RTOS), such as eLinux.

CMP-6024B

20

GRAPHICS 2

Explore the fundamentals of 3D geometric transformations and viewing using OpenGL and learn the theory and implementation of fundamental visibility determination algorithms and techniques for lighting, shading and anti-aliasing. You'll study 3D curves and fundamental geometric data structures, as well as considering the issues involved with modern high performance graphics processors.

CMP-6006A

20

HUMAN COMPUTER INTERACTION

Human Computer Interaction (or UX) covers a very wide range of devices, including conventional computers, mobile devices and "hidden" computing devices. In this module you will learn about interactions from a variety of perspectives, such as cognitive psychology, ethnographic methods, security issues, UI failures, the principles of good user experience, heuristic and experimental evaluation approaches and the needs of a range of different audiences.

CMP-6039A

20

JAPANESE FILM: NATIONAL CINEMA AND BEYOND

This module aims to introduce you to approaches to cinema as it relates to national, transnational and global discourses. Japanese cinema forms the focus of the module, largely because it has been at the forefront of non-Anglo/American cinematic discourses since the earliest periods of "world" cinema history. Investigating Japanese cinema case study films will allow you to pose a variety of important questions in relation to the history, techniques and culture of cinema as it is consumed around the world. The module is divided into three sections, roughly historically. In the first section you will examine the golden age of Japanese cinema through the works of filmmakers such as Akira Kurosawa and Yasujiro Ozu. You will explore the history of Japan's national film industry, its canonisation, the beginnings of international Japanese cinema, and some of the aesthetic innovations of Japan's cinematic "Golden Age". The second section examines Japanese genre cinema. By focusing on some of Japan's famous filmmakers and franchises, including Godzilla, you will explore Japanese film through an inter- or transnational lens. You will also consider other important questions; for example, why is it that some film genres travel and others do not? The final part of the module will consider contemporary Japanese cinema through transnational and global frameworks. You will look at the current rise in international popularity of Japanese filmmaking, assessing the importance of cycles of filmmaking, audiences and distribution to the notoriety of Japanese cinema on a global level. These discussions are intended to reframe discussions on current and past Japanese filmmaking, challenging existing theorisations of Japanese cinema by examining it through alternative methodological frameworks. There is no expectation that you should be able to speak Japanese, nor are you expected to be an expert in Japanese cultural studies. While the module does focus on the history and culture of Japan and Japanese filmmaking as specific to this national cinema, it is intended to provide you with the tools to study other national and global cinemas too. By taking in a range of frameworks from the national to the global, the module is intended to provide you with a set of theoretical concepts relevant to every cinema, everywhere and throughout film history.

AMAM6087A

30

NETWORKS

Explore how networks are designed and implemented to provide reliable data transmission. You'll take a layered approach to the study of networks, with emphasis on the functionality of the OSI 7 layer reference model and the TCP/IP model. You'll examine the functionality provided by each layer and how this contributes to overall reliable data transmission that the network provides, with a focus on the practical issues associated with networking such as real-time delivery of multimedia information (e.g. VoIP) and network security. Labs and coursework are highly practical and underpin the theory learnt in lectures.

CMP-5037B

20

SOFTWARE ENGINEERING 1

Software Engineering is one of the most essential skills for work in the software development industry. You will gain an understanding of the issues involved in designing and creating software systems from an industry perspective. You will be taught state of the art phased software development methodologies focusing on the activities of initial class model design to actual operational software systems. These activities are complemented with an introduction into software project management and development facilitation.

CMP-5012B

20

SOFTWARE ENGINEERING 2

In taking this module you will learn about the issues and techniques involved in and maintaining industrial software development and evolution. You will learn about a range of advanced software engineering topics, such as: reverse engineering to understand legacy software, refactoring, design patterns to improve the design of software systems, using third party software components, designing secure systems, and design for maintainability. In the practical work for the module you will use a range of tools and techniques appropriate for developing contemporary industrial software. You will be developing your existing good programming and software engineering skills to prepare you for working with industrial software.

CMP-6010A

20

SYSTEMS ENGINEERING

This module draws together a wide range of material and considers it in the context of developing modern large-scale computer systems. Topics such as Systems Thinking, Casual Loop Diagrams, Systems Failure, Outsourcing, Quality, Risk Management, Measurement, Project Management, Software Process Improvement, Configuration Management, Maintainability, Testing, and Peopleware are covered in this module. The module is supported by well documented case studies and includes guest speakers from industry.

CMP-6003B

20

TELEVISION STUDIO PRODUCTION

This module introduces students to television studio production, using the resources of the campus television studio. You will learn basic skills of both live and recorded studio production (including directing, vision and sound mixing, camera-work, lighting, floor management and editing), using practice-based training. You will produce a short television programme, researching the appropriate genre characteristics, style and narrative to create the final work. The live broadcast will be accompanied by written reports analysing and evaluating the production process and the finished product. PLEASE NOTE - This module needs a minimum of 12 students enrolled to run; if that enrolment is not met, the module may be withdrawn.

AMAP5119B

20

Disclaimer

Whilst the University will make every effort to offer the modules listed, changes may sometimes be made arising from the annual monitoring, review and update of modules and regular (five-yearly) review of course programmes. Where this activity leads to significant (but not minor) changes to programmes and their constituent modules, there will normally be prior consultation of students and others. It is also possible that the University may not be able to offer a module for reasons outside of its control, such as the illness of a member of staff or sabbatical leave. In some cases optional modules can have limited places available and so you may be asked to make additional module choices in the event you do not gain a place on your first choice. Where this is the case, the University will endeavour to inform students.

Further Reading

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Entry Requirements

  • A Level ABB including one from Mathematics, Computing, Physics, Electronics or Economics. All science A levels must include a pass in the practical element
  • International Baccalaureate 32 points including one HL 5 from Mathematics, Computing, Physics, Electronics and Economics and one other HL subject at 5. If no GCSE equivalent is held, offer will include Mathematics and English requirements.
  • Scottish Highers Only acceptable in combination with Advanced Highers
  • Scottish Advanced Highers BCC including one from Mathematics, Computing, Physics, Electronics or Economics. A combination of Advanced Highers and Highers might be acceptable
  • Irish Leaving Certificate AABBBB or two subjects at H1 and four subjects at H2, including one from Mathematics, Computing, Physics, Electronics and Economics
  • Access Course Pass the Access to HE Diploma with Distinction in 30 credits at level 3 and Merit in 15 credits at level 3, including 12 level 3 credits in either Mathematics, Computing, Physics, Electronics or Economics
  • BTEC DDM in IT, science or media. A combination of BTEC and A level are considered - please contact us
  • European Baccalaureate Overall 75% with 70% in one from Mathematics, Physics, Computing, Economics or Electronics

Entry Requirement

GCSE Requirements: GCSE English Language grade 4 and GCSE Mathematics grade 5

General Studies and Critical Thinking are not accepted

UEA recognises that some students take a mixture of International Baccalaureate IB or International Baccalaureate Career-related Programme IBCP study rather than the full diploma, taking Higher levels in addition to A levels and/or BTEC qualifications. At UEA we do consider a combination of qualifications for entry, provided a minimum of three qualifications are taken at a higher Level. In addition some degree programmes require specific subjects at a higher level.

Students for whom English is a Foreign language

We welcome applications from students from all academic backgrounds. We require evidence of proficiency in English (including speaking, listening, reading and writing) at the following level:

  • IELTS: 6.5 overall (minimum 6.0 in any component)

We will also accept a number of other English language qualifications. Please click here for further information.

INTO University of East Anglia 

If you do not meet the academic and/or English language requirements for this course, our partner INTO UEA offers guaranteed progression on to this undergraduate degree upon successful completion of a foundation programme. Depending on your interests and your qualifications you can take a variety of routes to this degree:

International Foundation in Mathematics and Actuarial Sciences
International Foundation in Physical Sciences and Engineering

INTO UEA also offer a variety of English language programmes which are designed to help you develop the English skills necessary for successful undergraduate study:

Pre-sessional English at INTO UEA
English for University Study at INTO UEA

Interviews

The majority of candidates will not be called for an interview. However, for some students an interview will be requested. These are normally quite informal and generally cover topics such as your current studies, reasons for choosing the course and your personal interests and extra-curricular activities.

Gap Year

We welcome applications from students who have already taken or intend to take a gap year, believing that a year between school and university can be of substantial benefit. You are advised to indicate your reason for wishing to defer entry and may wish to contact the appropriate Admissions Office directly to discuss this further.

Intakes

The School's annual intake is in September of each year

Alternative Qualifications

We encourage you to apply if you have alternative qualifications equivalent to our stated entry requirement. Please contact us for further information.

Fees and Funding

Undergraduate University Fees and Financial Support

Tuition Fees

Information on tuition fees can be found here:

UK students

EU Students

Overseas Students

Scholarships and Bursaries

We are committed to ensuring that costs do not act as a barrier to those aspiring to come to a world leading university and have developed a funding package to reward those with excellent qualifications and assist those from lower income backgrounds. 

The University of East Anglia offers a range of Scholarships; please click the link for eligibility, details of how to apply and closing dates.

Scholarships


 

How to Apply

How to Apply

Applications need to be made via the Universities Colleges and Admissions Services (UCAS), using the UCAS Apply option.

UCAS Apply is a secure online application system that allows you to apply for full-time Undergraduate courses at universities and colleges in the United Kingdom. It is made up of different sections that you need to complete. Your application does not have to be completed all at once. The system allows you to leave a section partially completed so you can return to it later and add to or edit any information you have entered. Once your application is complete, it must be sent to UCAS so that they can process it and send it to your chosen universities and colleges.

The UCAS code name and number for the University of East Anglia is EANGL E14.

Further Information

If you would like to discuss your individual circumstances with the Admissions Office prior to applying please do contact us:

Undergraduate Admissions Office

Tel: +44 (0)1603 591515
Email: admissions@uea.ac.uk

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International candidates are also actively encouraged to access the University's International webpages.

    Next Steps

    We can’t wait to hear from you. Just pop any questions about this course into the form below and our enquiries team will answer as soon as they can.

    Admissions enquiries:
    admissions@uea.ac.uk or
    telephone +44 (0)1603 591515